Ok, so the teabag thing. I've seen players do it to others, it's probably happened to me but I've never seen it happen. The death recap pops up, filling the screen and then I hit E to find a rez spot or someone rezzes me and the guy that killed me is long gone. I think it's silly, but hell I don't even see it happen with the screen always full.
If just seeing it happen is what bothers people, you don't have to look at them or let them dictate your feelings.
Personally I like both pve and pvp, so I can understand both sides of the discussion. Except for that "morally wrong" thing a few pages back, that's just nuts.
LEGENDARYYY wrote: »Emma_Eunjung wrote: »LEGENDARYYY wrote: »I really don't see the problem with, in a DLC designed for PvPers, if good PvPers get rewarded for being better at it than someone who just wanted to do PvE and is scared of Cyrodil.
(and just to be clear, I am primarily a PvEer).
i just dont like getting teabagged after they kill me. im all for pvp and all but when there is poor sportsmanship like that, i dont want any part in it.
Your kidding me right?
nope, i am not kidding you. was pvping just a couple nights ago. finally got killed and they guy teabagged me, well i rezed at the shrine and went back to pve. pvp is supposed to be fun, not demoralizing and humiliating from some poor sportsmanship doodyhead. you killed me, congrats now lets move on and have fun. but nope some people have to ruin the fun with teabagging
How on earth does getting teabagged in a computer game make you feel demoralized and humiliated?
Because you know that there's a REAL PERSON on the other end who is laughing and gloating at you expense. It amazes me that this needs to be explained to anybody, but apparently it does.
It amazes me that you get feelings like this in a fictional world. If you are this touchy online, how do you survive the real world? I'm asking out of curiosity. I play about 7 hours a day myself, I've never felt that way.
After thinking more about this new system I am beginning to find it weird that not many PVPers complain about it.
This system is not a PVP system, it is a system where the reward is tied to killing freaking trash mobs. It is a system where the best rewards are for those that kill a lot of mobs and manage to avoid combat with other players. It is quite the opposite of a pvp system where one should actively search PVP combat.
I find it strange that these people that cry most about PVP are interested in a kill mobs fro rewards system. I am mainly a PVE player but I did spend a few hundred hours in PVP since launch. Mos of that time was actively seeking and comabting player not mobs. I am not at all interested in killing mobs while in Cyrodill and from what I have seen most people are not either.
They must be pretty.....quick on the draw...so to speak, if they can get it in before the recap pops. Like I said, never seen it. Besides, has anyone really looked at the character creation screen? There's a lot of smooth, Ken-doll like...areas..in the male creation screen. Lol, on noes I've just been Ken-zoned!
Emma_Eunjung wrote: »Emma_Eunjung wrote: »PvEers aren't scared of getting killed. We're unhappy because a mechanic is being introduced into ESO that turns us into CHUMPS. People (including the DEVS) keep using weasel words like "risk and reward" as a smoke screen to disguise the crux of the issue: PvE players are being LURED into the IC with juicy, grindable PvE content solely so that they can be exploited by unscrupulous PvP players. It's not just morally wrong, it's the wrongest thing I've ever seen in ESO, and I can guarantee you many players are NOT going to stand for it.
Or since your stating your not scared of getting killed... you could just deal with it.
The only way to "deal with it" would be to respec, rebuild, maybe even re-roll and yes, "L2P" as a PvP player... and THEN spend all of our time trying to hunt down gankers. You can't see what's wrong with this? If EVERYONE does this, then NO ONE will have any Tel Var stones because we'll all be too busy skulking in dark corners waiting to get the drop on some other lame ganker! They might as well REMOVE all the PvE content and all the friggin' Tel Var stones, because the whole thing will be a pointless chore to PvE oriented players, just like Cyrodiil is now.
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This system is not a PVP system, it is a system where the reward is tied to killing freaking trash mobs. It is a system where the best rewards are for those that kill a lot of mobs and manage to avoid combat with other players. It is quite the opposite of a pvp system where one should actively search PVP combat.
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It matters to PVE players who care about the leaderboards and such. If PVP players can get better gear and be more competitive on the PVE endgame stuff, then that's going to make them upset. I'm not saying that I care about that (I really, really don't), or that I necessarily think the PVP gear you can get in IC will be something that will give PVP players a competitive advantage in PVE endgame content (it may or it may not - totally depends on the gear available), I'm just pointing out that there are legitimate reasons for PVE players to care about the power level of PVP players in PVE.Pirhana7_ESO wrote: »Now lets flip it the other way... Why would a PVE player need better gear for PVE? The PVE creatures are still the exact same, your at no disadvantage. Even if a PVP player comes there with his better PVP gear it doesnt matter, your NOT fighting him, he is your ally, your actually better off having him stronger in your group.
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Emma_Eunjung wrote: »...
Up until now, the Elder Scrolls has been a relaxing and enjoyable experience, and PvP was easy to avoid without any great sacrifice. What has been proposed for IC, however, is altogether different. ZoS is placing highly desirabe PvE content and loot in the middle of what they disingenuously call a "PvP zone". Anyone can plainly see that the only purpose of that content is to lure loot-hungry PvE players into the IC to serve as target practice for blood-thirsty PvPers.
Its...Emma_Eunjung wrote: ». ZoS is deliberately designing Imperial City around the preferences of predators and criminals.
Emma_Eunjung wrote: »Anyone can plainly see that the only purpose of that content is to lure loot-hungry PvE players into the IC to serve as target practice for blood-thirsty PvPers.
Emma_Eunjung wrote: »LEGENDARYYY wrote: »Emma_Eunjung wrote: »LEGENDARYYY wrote: »I really don't see the problem with, in a DLC designed for PvPers, if good PvPers get rewarded for being better at it than someone who just wanted to do PvE and is scared of Cyrodil.
(and just to be clear, I am primarily a PvEer).
i just dont like getting teabagged after they kill me. im all for pvp and all but when there is poor sportsmanship like that, i dont want any part in it.
Your kidding me right?
nope, i am not kidding you. was pvping just a couple nights ago. finally got killed and they guy teabagged me, well i rezed at the shrine and went back to pve. pvp is supposed to be fun, not demoralizing and humiliating from some poor sportsmanship doodyhead. you killed me, congrats now lets move on and have fun. but nope some people have to ruin the fun with teabagging
How on earth does getting teabagged in a computer game make you feel demoralized and humiliated?
Because you know that there's a REAL PERSON on the other end who is laughing and gloating at you expense. It amazes me that this needs to be explained to anybody, but apparently it does.
It amazes me that you get feelings like this in a fictional world. If you are this touchy online, how do you survive the real world? I'm asking out of curiosity. I play about 7 hours a day myself, I've never felt that way.
Amazingly, in the real world, there are enough deterrents to thugs and thieves that they can be avoided much more easily, although I have lived in a couple neighborhoods where a CCW and a Glock were prudent accessories. ZoS is deliberately designing Imperial City around the preferences of predators and criminals.
Apparently there is a certain type of player who is actually looking forward to this nonsense. I'm guessing that these are the same masses of bad PvP players who are always begging for nerfs, but now they have an opportunity to pick on PvE "carebears" who are even worse at PvP than they are. ZoS should be ASHAMED for pandering to this ugly instinct.
As far as my personal feelings about online combat, I think a lot of them were formed when I played Counter-Strike for 8 years. I enjoyed it lot for long time, but eventually I got burned out and have no desire to return to that level of stress and adrenaline burn.
Up until now, the Elder Scrolls has been a relaxing and enjoyable experience, and PvP was easy to avoid without any great sacrifice. What has been proposed for IC, however, is altogether different. ZoS is placing highly desirable PvE content and loot in the middle of what they disingenuously call a "PvP zone". Anyone can plainly see that the only purpose of that content is to lure loot-hungry PvE players into the IC to serve as target practice for blood-thirsty PvPers.
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This system is not a PVP system, it is a system where the reward is tied to killing freaking trash mobs. It is a system where the best rewards are for those that kill a lot of mobs and manage to avoid combat with other players. It is quite the opposite of a pvp system where one should actively search PVP combat.
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This sentiment is a misperception on the parts of PvE players.
Cyrodiil already rewards PvP players for killing mobs -- the easiest Keeps to capture are those that are defended by mobs and not players.
Capturing such keeps are sources of blanket buffs that impact everyone else in your group while you fight other players. Cyrodiil buffs are an example of a mechanic designed for PvP, that is now having its impact on PvE removed due to complaints about buff campaigns.
Imperial City is more oriented to PvP than Cyrodiil is.
The highest rewarding players to be killed are not the PvE grinders, who will frequently bank their pull as soon as they can.
The person who just ganked 10 people carrying 20 stones each is worth 200 stones rather than 20 for a single kill.
The person who manages to kill 10 gankers carrying 200 stones each, is having to make his or her way back to base carrying 2000 stones.
If that person gets killed on their way to their base to bank, the person who has to run from the kill location back to his or her own base is now the highest-paying target.
If you move away from the view that just because the initial drop comes from a mob (which PvP players will be killing as they traverse the city and fight other PvPers anyway) that it means it is a system for PvErs, you might get a clearer understanding of why PvP players are in support of a system that provides a higher reward for killing people who have a track record of killing people, as opposed to the AP system where a PvE quester is worth as much AP as a Rank 40 PvP player.
Would certainly like to see Arena PvP added as well; however, multiple options is always good.
Similarily, PvE has different forms of content for different types of PvE players.
MsPtibiscuit wrote: »Korah_Eaglecry wrote: »I have absolutely no problem with the new area being PvP. Im glad theyve decided to do something for PvPers. Im just not in agreeance with the Tel Var Stone System.
I'm calling it now that the biggest pay out of Tel Var Stones will come from farming mobs verses the random lockboxes and dailies. How many PvPers are going to bother farming those mobs when they can sit in stealth and wait for a PvEer to come along and do the work for them?
The risk is going to be on the side of those PvEers or anyone dumb enough to try and farm anything without an escort. Those ganking other players will more then likely run in groups as well to protect themselves from other gank squads. So the risk of being beat down and having the loot taken from them after taking it from a farmer will be a lot less.
I see a lot of supposed PvPers cheering for this mechanic. But I know theyll be calling for a nerf when they see it action. Because quite a lot of PvEers will avoid this once they get a real look at it in action. The PvP in IC is going to be far more boring than it is in Cyrodiil.
1. Of course farming mobs will get you more stones that safe lockboxes: it's called risk vs reward, if you take risk, you get more rewards.
2. PvPers can also be ganked, they also take risks.
Everyone keeps saying PvP players need new content. I PvP quite frequently and do not think this is true at all. PvP itself is new content every time you engage in battle. That's the whole idea. You are not fighting scripted events that are static. You are fighting a living, breathing and sometimes drooling humans and each encounter is dynamic. Why the hell do you need new content to make PvP more fun?
Lock 2 people in a phone booth and let them have at it. It will be new content every single time, I promise. People will pay money to watch it every time, I promise.
All this "Oh we need new content" is silly. PvP is not like PvE in that it gets monotonous and loses its challenge quickly. At first people die to Praxin's red ring of doom but guess what, after fighting him over and over, even the worst players find it easy and boring. Unless you PvP against he same solitary individual or group all the time, there is no way content gets stale.
Emma_Eunjung wrote: »Anyone can plainly see that the only purpose of that content is to lure loot-hungry PvE players into the IC to serve as target practice for blood-thirsty PvPers.
2. The thing that bothers us is being taken advantage of for that new currency That whole concept is just plain wrong. I'm not the only one who has no interest in playing along with that.
LEGENDARYYY wrote: »Emma_Eunjung wrote: »LEGENDARYYY wrote: »Emma_Eunjung wrote: »LEGENDARYYY wrote: »I really don't see the problem with, in a DLC designed for PvPers, if good PvPers get rewarded for being better at it than someone who just wanted to do PvE and is scared of Cyrodil.
(and just to be clear, I am primarily a PvEer).
i just dont like getting teabagged after they kill me. im all for pvp and all but when there is poor sportsmanship like that, i dont want any part in it.
Your kidding me right?
nope, i am not kidding you. was pvping just a couple nights ago. finally got killed and they guy teabagged me, well i rezed at the shrine and went back to pve. pvp is supposed to be fun, not demoralizing and humiliating from some poor sportsmanship doodyhead. you killed me, congrats now lets move on and have fun. but nope some people have to ruin the fun with teabagging
How on earth does getting teabagged in a computer game make you feel demoralized and humiliated?
Because you know that there's a REAL PERSON on the other end who is laughing and gloating at you expense. It amazes me that this needs to be explained to anybody, but apparently it does.
It amazes me that you get feelings like this in a fictional world. If you are this touchy online, how do you survive the real world? I'm asking out of curiosity. I play about 7 hours a day myself, I've never felt that way.
Amazingly, in the real world, there are enough deterrents to thugs and thieves that they can be avoided much more easily, although I have lived in a couple neighborhoods where a CCW and a Glock were prudent accessories. ZoS is deliberately designing Imperial City around the preferences of predators and criminals.
Apparently there is a certain type of player who is actually looking forward to this nonsense. I'm guessing that these are the same masses of bad PvP players who are always begging for nerfs, but now they have an opportunity to pick on PvE "carebears" who are even worse at PvP than they are. ZoS should be ASHAMED for pandering to this ugly instinct.
As far as my personal feelings about online combat, I think a lot of them were formed when I played Counter-Strike for 8 years. I enjoyed it lot for long time, but eventually I got burned out and have no desire to return to that level of stress and adrenaline burn.
Up until now, the Elder Scrolls has been a relaxing and enjoyable experience, and PvP was easy to avoid without any great sacrifice. What has been proposed for IC, however, is altogether different. ZoS is placing highly desirable PvE content and loot in the middle of what they disingenuously call a "PvP zone". Anyone can plainly see that the only purpose of that content is to lure loot-hungry PvE players into the IC to serve as target practice for blood-thirsty PvPers.
I have merits and have been semi-pro in games for 10 years until I retired. I have never enjoyed a single player game in my life. Yet, in ESO I only play PvE only and run trade guilds cus cyro doesn't appeal to me at all. Atm this game has no competetive feel whatsoever.
I welcome IC with open arms.
I do not think IC will be how you imagine it. Creating a system where PvErs are forced into PvP would be stupid. Where do you get that from?
Psychobunni wrote: »
There are going to be very few PVE grinders in this system.
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Your 20 stone ganker is as likely to bank his 50 stones before ganking 10 people also. I do not see the current system encouraging a lot of stone generation at all. It is not clear how the mobs will be distributed also. If the mob density is not very high most gankers will avoid fighting mobs altogether on their way to their way to their ganking spots. If mob density is high enough to make it difficult to avoid PVE combat while navigating the IC in stealth then we have other problems but not much ganking.
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I think a small percent loss/gain of AP would have added a lot more to the PVP than the stone system.
While fighting empty keeps may be easy and does have an AP reward it is quite rare in an active campaign. I and most people find it quite lame though. I think that any of these self designated HC PVPers should agree on that point also. Fighting mobs is not pvp.
I am not sure you understand. I was talking about a system where for example when I kill you with a killing blow I gain say 0.5-1% of your AP and you lose it ,on top of the lousy AP the game generates on kill. That sort of system would discourage AP hoarding actually....
I think a small percent loss/gain of AP would have added a lot more to the PVP than the stone system.
While fighting empty keeps may be easy and does have an AP reward it is quite rare in an active campaign. I and most people find it quite lame though. I think that any of these self designated HC PVPers should agree on that point also. Fighting mobs is not pvp.
If there was instead a loss/gain of AP, then people who have farmed Cyrodiil for months saving up their AP would be able to buy whatever sets they want at DLC launch.
I would personally be sitting pretty with new sets to sell.
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IC is a dlc designed to make PvP more enjoyable and adds more tension to conflicts by adding in stones. Everything since launch has been on the PvE side, PvP is the same map and everything since launch. In PvP you level up a lot I mean a lot slower, the mail bag equipment drops aren't very good, and the gold you earn isn't very much. So zos is trying to make the PvP experience better. The next dlc will be straight PvE content, with 0 PvP content added in. That dark brother hood will be PvE content, theifs guild will be PvE content. I mean after this I don't know what other PvP content could be add besides maybe an arena for 5v5v5. If you are scared to be killed by an enemy that isn't AI, then just don't get the dlc. But don't cry because zos is trying to make PvP better. If you are that upset about it, just stay out of IC. And just imagine the tention PvEers will have trying to sneak back to the sewer to get their huge bounty from the dungeon back to the bank. It will be dynamic player driven excitement. And isn't that what everyone wants on PvP content, player driven tention and excitement? Instead of everything being scripted straight forward
IC is a dlc designed to make PvP more enjoyable and adds more tension to conflicts by adding in stones. Everything since launch has been on the PvE side, PvP is the same map and everything since launch. In PvP you level up a lot I mean a lot slower, the mail bag equipment drops aren't very good, and the gold you earn isn't very much. So zos is trying to make the PvP experience better. The next dlc will be straight PvE content, with 0 PvP content added in. That dark brother hood will be PvE content, theifs guild will be PvE content. I mean after this I don't know what other PvP content could be add besides maybe an arena for 5v5v5. If you are scared to be killed by an enemy that isn't AI, then just don't get the dlc. But don't cry because zos is trying to make PvP better. If you are that upset about it, just stay out of IC. And just imagine the tention PvEers will have trying to sneak back to the sewer to get their huge bounty from the dungeon back to the bank. It will be dynamic player driven excitement. And isn't that what everyone wants on PvP content, player driven tention and excitement? Instead of everything being scripted straight forward
PVErs are not upset that PVPers are getting things.
PVErs are upset because it seems that the IC expansion is setting them up to be easy fodder for anonymous internet jerks.
If Corpse Looting TV Stones was not a thing, there would be no complaints, I'd wager.